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Prepacked HDT-SM - HDT Skinned Mesh Physics with Modding Guide


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Gonna wait until someone adds a guide or something.

 

Not directly a guide, but "something". Original files, downloaded at the chinese site (don't know, when, though), arranged in the correct folder structure. That's how it's basically done, if you have the correct drivers, you also may delete/hide/disable the config.xml.

 

Add like any other mod and disable your HDT PE body physics (by disabling the \data\SKSE\plugins\hdtPhysicsExtensionsDefaultBBP.xml).

 

WARNING! These are only files for CBBE (TBBP) bodies! HDT also works, though the file is not called cbbe-tbbp for pure fun ;).

HDT SMP.7z

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So how mature is HDT-SM? Mature enough to start doing actual-armor conversions and such? I'd love to see SMP effects in vanilla clothing and armor.

 

You don't need any new conversions :D Using Hydrogen's cbbe-tbbp.xml (same place to download as the actual SMP plugin) sets any CBBE armor to jiggle, that has BBP, TBBP or HDT enabled. (I'd recommend CT77 vanilla conversion).

 

I use it myself, and all jiggles nice and natural and WAY MORE better than PE xD

 

 

TBH, I was more interested in movement in cloaks and such. :P

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Gonna wait until someone adds a guide or something.

 

Not directly a guide, but "something". Original files, downloaded at the chinese site (don't know, when, though), arranged in the correct folder structure. That's how it's basically done, if you have the correct drivers, you also may delete/hide/disable the config.xml.

 

Add like any other mod and disable your HDT PE body physics (by disabling the \data\SKSE\plugins\hdtPhysicsExtensionsDefaultBBP.xml).

 

WARNING! These are only files for CBBE (TBBP) bodies! HDT also works, though the file is not called cbbe-tbbp for pure fun ;).

 

 

Interesting i will check it out, as for disabling the HDT PE how do i do it? delete it ? or move it somewhere else.

 

EDIT: Also thanks for the file.

 

EDIT2: I get Entry point failed on "hdtSkinnedMeshPhysics.dll" every time I start up skyrim.

 

I disabled HDT PE by deleting "hdtPhysicsExtensionsDefaultBBP.xml"

 

EDIT3: I unhided the "config.xml" and I no longer got the problem, the problem now is that there is no bounce.

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EDIT2: I get Entry point failed on "hdtSkinnedMeshPhysics.dll" every time I start up skyrim.

 

I disabled HDT PE by deleting "hdtPhysicsExtensionsDefaultBBP.xml"

 

 

First(for HDT SMP):

You need to get OpenCL 2.0 compatible runtimes to run the plugin.

 

AMD CPU/GPU: http://support.amd.c...CL2-Driver.aspx

 

Intel CPU/GPU: https://software.intel.com/en-us/articles/opencl-drivers

 

Second:

don't use HDT PE and HDT SMP both(delete or move hdtPhysicsExtensions.dll).

 

Stupid question: Is the plugin only made to work with the CBBE so far, or can it work with other body mods as well, with proper adjustments? 

 

HDT work all body, only you need fix .xml or name in nif skope for you body. 

CBBE body - name mesh BaseShape.

UNP different name, if you need work this body - name need change in nif skope -> BaseShape

or 

change name in defaulBBP.xml ->shape="BaseShape" other name.

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EDIT2: I get Entry point failed on "hdtSkinnedMeshPhysics.dll" every time I start up skyrim.

 

I disabled HDT PE by deleting "hdtPhysicsExtensionsDefaultBBP.xml"

 

 

First(for HDT SMP):

You need to get OpenCL 2.0 compatible runtimes to run the plugin.

 

AMD CPU/GPU: http://support.amd.c...CL2-Driver.aspx

 

Intel CPU/GPU: https://software.intel.com/en-us/articles/opencl-drivers

 

Second:

don't use HDT PE and HDT SMP both(delete or move hdtPhysicsExtensions.dll).

 

Stupid question: Is the plugin only made to work with the CBBE so far, or can it work with other body mods as well, with proper adjustments? 

 

HDT work all body, only you need fix .xml or name in nif skope for you body. 

CBBE body - name mesh BaseShape.

UNP different name, if you need work this body - name need change in nif skope -> BaseShape

or 

change name in defaulBBP.xml ->shape="BaseShape" other name.

 

Thanks a lot, I am using the Demonica custom race and it's hard to find stuff other than what I can make or what the small community adds to the russian forums. 

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EDIT2: I get Entry point failed on "hdtSkinnedMeshPhysics.dll" every time I start up skyrim.

 

I disabled HDT PE by deleting "hdtPhysicsExtensionsDefaultBBP.xml"

 

 

First(for HDT SMP):

You need to get OpenCL 2.0 compatible runtimes to run the plugin.

 

AMD CPU/GPU: http://support.amd.c...CL2-Driver.aspx

 

Intel CPU/GPU: https://software.intel.com/en-us/articles/opencl-drivers

 

Second:

don't use HDT PE and HDT SMP both(delete or move hdtPhysicsExtensions.dll).

 

Stupid question: Is the plugin only made to work with the CBBE so far, or can it work with other body mods as well, with proper adjustments? 

 

HDT work all body, only you need fix .xml or name in nif skope for you body. 

CBBE body - name mesh BaseShape.

UNP different name, if you need work this body - name need change in nif skope -> BaseShape

or 

change name in defaulBBP.xml ->shape="BaseShape" other name.

 

 

Yup got it, works now thank you very much ledo4ek.

 

EDIT: Also I am wondering but should I remove the "NiStringExtraData" in femalebody_0.nif and femalebody_1.nif ?

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Hi guys hope someone can help me.

Im working on my mod again and i was trying to work with SMP and so far it works but the collision gives me a headache.

 

So what i did was to add the .xml to my hands and body with that the body collision works just fine.

After that i tried to add collision to my Tail but it goes trough the body funny is the hand and ground collision works.

 

Here is my xml for the tail still in work so there are some parts for testing in the xml:

 

<per-triangle-shape name="VirtualGround">
   <margin>0.5</margin>
   <priority>-2147483648</priority>
   <prenetration>10</prenetration>
   <tag>ground</tag>
</per-triangle-shape>


  <bone name="NPC Spine [Spn0]"/>
	<bone name="NPC Spine1 [Spn1]"/>
	<bone name="NPC Spine2 [Spn2]"/>
	<bone name="NPC Neck [Neck]"/>
	<bone name="NPC Head [Head]"/>
	<bone name="NPC R Clavicle [RClv]"/>
	<bone name="NPC R UpperArm [RUar]"/>
	<bone name="NPC R Forearm [RLar]"/>
	<bone name="NPC R Hand [RHnd]"/>
	<bone name="NPC R ForearmTwist1 [RLt1]"/>
	<bone name="NPC R ForearmTwist2 [RLt2]"/>
	<bone name="NPC R UpperarmTwist1 [RUt1]"/>
	<bone name="NPC R UpperarmTwist2 [RUt2]"/>
	<bone name="NPC L Clavicle [LClv]"/>
	<bone name="NPC L UpperArm [LUar]"/>
	<bone name="NPC L Forearm [LLar]"/>
	<bone name="NPC L Hand [LHnd]"/>
	<bone name="NPC L ForearmTwist1 [LLt1]"/>
	<bone name="NPC L ForearmTwist2 [LLt2]"/>
	<bone name="NPC L UpperarmTwist1 [LUt1]"/>
	<bone name="NPC L UpperarmTwist2 [LUt2]"/>
	<bone name="NPC R PreButt0"/>
	<bone name="NPC R Butt"/>
	<bone name="NPC L PreButt0"/>
	<bone name="NPC L Butt"/>
	<bone name="NPC R CalfC [RClf]"/>
	<bone name="NPC L CalfC [LClf]"/>
	<bone name="HDTS Tailbone01"/>
	


<bone name="HDTS Tailbone02">
		<mass>0.500000</mass>
		<inertia x="20" y="20" z="20"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
    <linearDamping>0.1</linearDamping>
    <angularDamping>0.1</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	
<bone name="HDTS Tailbone03">
		<mass>0.500000</mass>
		<inertia x="20" y="20" z="20"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
    <linearDamping>0.1</linearDamping>
    <angularDamping>0.1</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	
<bone name="HDTS Tailbone04">
		<mass>0.500000</mass>
		<inertia x="20" y="20" z="20"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
    <linearDamping>0.1</linearDamping>
    <angularDamping>0.1</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	
<bone name="HDTS Tailbone05">
		<mass>0.500000</mass>
		<inertia x="20" y="20" z="20"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
    <linearDamping>0.1</linearDamping>
    <angularDamping>0.1</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	
<bone name="HDTS Tailbone06">
		<mass>0.500000</mass>
		<inertia x="20" y="20" z="20"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
    <linearDamping>0.1</linearDamping>
    <angularDamping>0.1</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	
<bone name="HDTS Tailbone07">
		<mass>0.500000</mass>
		<inertia x="20" y="20" z="20"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
    <linearDamping>0.1</linearDamping>
    <angularDamping>0.1</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	
<bone name="HDTS Tailbone08">
		<mass>0.500000</mass>
		<inertia x="20" y="20" z="20"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
    <linearDamping>0.1</linearDamping>
    <angularDamping>0.1</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>
	
<bone name="HDTS Tailbone09">
		<mass>0.500000</mass>
		<inertia x="20" y="20" z="20"/>
		<centerOfMassTransform>
			<basis x="0" y="0" z="0" w="1"/>
			<origin x="0" y="0" z="0"/>
		</centerOfMassTransform>
    <linearDamping>0.1</linearDamping>
    <angularDamping>0.1</angularDamping>
		<friction>0</friction>
		<rollingFriction>0</rollingFriction>
		<restitution>0</restitution>
	</bone>	
	

  <generic-constraint bodyA="HDTS Tailbone02" bodyB="HDTS Tailbone01">
    <frameInB>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </frameInB>
    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <linearUpperLimit x="0.2" y="0.2" z="0.2"/>
    <angularLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <angularUpperLimit x="0.2" y="0.2" z="0.2"/>
    <linearStiffness x="100000" y="100000" z="100000"/>
    <angularStiffness x="100000" y="100000" z="100000"/>
    <linearDamping x="0" y="0" z="0"/>
    <angularDamping x="0" y="0" z="0"/>
    <linearEquilibrium x="0" y="0" z="0"/>
    <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    
  <generic-constraint bodyA="HDTS Tailbone03" bodyB="HDTS Tailbone02">
    <frameInB>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </frameInB>
    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <linearUpperLimit x="0.2" y="0.2" z="0.2"/>
    <angularLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <angularUpperLimit x="0.2" y="0.2" z="0.2"/>
    <linearStiffness x="100000" y="100000" z="100000"/>
    <angularStiffness x="100000" y="100000" z="100000"/>
    <linearDamping x="0" y="0" z="0"/>
    <angularDamping x="0" y="0" z="0"/>
    <linearEquilibrium x="0" y="0" z="0"/>
    <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
  
  <generic-constraint bodyA="HDTS Tailbone04" bodyB="HDTS Tailbone03">
    <frameInB>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </frameInB>
    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <linearUpperLimit x="0.2" y="0.2" z="0.2"/>
    <angularLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <angularUpperLimit x="0.2" y="0.2" z="0.2"/>
    <linearStiffness x="100000" y="100000" z="100000"/>
    <angularStiffness x="100000" y="100000" z="100000"/>
    <linearDamping x="0" y="0" z="0"/>
    <angularDamping x="0" y="0" z="0"/>
    <linearEquilibrium x="0" y="0" z="0"/>
    <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
  
  <generic-constraint bodyA="HDTS Tailbone05" bodyB="HDTS Tailbone04">
    <frameInB>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </frameInB>
    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <linearUpperLimit x="0.2" y="0.2" z="0.2"/>
    <angularLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <angularUpperLimit x="0.2" y="0.2" z="0.2"/>
    <linearStiffness x="100000" y="100000" z="100000"/>
    <angularStiffness x="100000" y="100000" z="100000"/>
    <linearDamping x="0" y="0" z="0"/>
    <angularDamping x="0" y="0" z="0"/>
    <linearEquilibrium x="0" y="0" z="0"/>
    <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    
  <generic-constraint bodyA="HDTS Tailbone06" bodyB="HDTS Tailbone05">
    <frameInB>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </frameInB>
    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <linearUpperLimit x="0.2" y="0.2" z="0.2"/>
    <angularLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <angularUpperLimit x="0.2" y="0.2" z="0.2"/>
    <linearStiffness x="100000" y="100000" z="100000"/>
    <angularStiffness x="100000" y="100000" z="100000"/>
    <linearDamping x="0" y="0" z="0"/>
    <angularDamping x="0" y="0" z="0"/>
    <linearEquilibrium x="0" y="0" z="0"/>
    <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    
  <generic-constraint bodyA="HDTS Tailbone07" bodyB="HDTS Tailbone06">
    <frameInB>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </frameInB>
    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <linearUpperLimit x="0.2" y="0.2" z="0.2"/>
    <angularLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <angularUpperLimit x="0.2" y="0.2" z="0.2"/>
    <linearStiffness x="100000" y="100000" z="100000"/>
    <angularStiffness x="100000" y="100000" z="100000"/>
    <linearDamping x="0" y="0" z="0"/>
    <angularDamping x="0" y="0" z="0"/>
    <linearEquilibrium x="0" y="0" z="0"/>
    <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
    
  <generic-constraint bodyA="HDTS Tailbone08" bodyB="HDTS Tailbone07">
    <frameInB>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </frameInB>
    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <linearUpperLimit x="0.2" y="0.2" z="0.2"/>
    <angularLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <angularUpperLimit x="0.2" y="0.2" z="0.2"/>
    <linearStiffness x="100000" y="100000" z="100000"/>
    <angularStiffness x="100000" y="100000" z="100000"/>
    <linearDamping x="0" y="0" z="0"/>
    <angularDamping x="0" y="0" z="0"/>
    <linearEquilibrium x="0" y="0" z="0"/>
    <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>
  
  <generic-constraint bodyA="HDTS Tailbone09" bodyB="HDTS Tailbone08">
    <frameInB>
      <basis x="0" y="0" z="0" w="1"/>
      <origin x="0" y="0" z="0"/>
    </frameInB>
    <useLinearReferenceFrameA>false</useLinearReferenceFrameA>
    <linearLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <linearUpperLimit x="0.2" y="0.2" z="0.2"/>
    <angularLowerLimit x="-0.2" y="-0.2" z="-0.2"/>
    <angularUpperLimit x="0.2" y="0.2" z="0.2"/>
    <linearStiffness x="100000" y="100000" z="100000"/>
    <angularStiffness x="100000" y="100000" z="100000"/>
    <linearDamping x="0" y="0" z="0"/>
    <angularDamping x="0" y="0" z="0"/>
    <linearEquilibrium x="0" y="0" z="0"/>
    <angularEquilibrium x="0" y="0" z="0"/>
    </generic-constraint>  
  
  <per-vertex-shape name="Tail">
    <margin>0.05</margin>
    <priority>3</priority>
    <tag>Tail1</tag>
    <no-collide-with-tag>Tail1</no-collide-with-tag>
    <weight-threshold bone="NPC L Butt">1</weight-threshold>
    <weight-threshold bone="NPC R Butt">1</weight-threshold>
    <weight-threshold bone="ground">0.5</weight-threshold>
    <weight-threshold bone="NPC R CalfC [RClf]">0.5</weight-threshold>
    <weight-threshold bone="NPC L CalfC [LClf]">0.5</weight-threshold>
  </per-vertex-shape>

 

Edited by deadzone45
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Stupid question: Is the plugin only made to work with the CBBE so far, or can it work with other body mods as well, with proper adjustments? 

 

HDT work all body, only you need fix .xml or name in nif skope for you body. 

CBBE body - name mesh BaseShape.

UNP different name, if you need work this body - name need change in nif skope -> BaseShape

or 

change name in defaulBBP.xml ->shape="BaseShape" other name.

 

 

Anyone able to elaborate on this?

 

If I was looking to get this to work with sevenbase, what do I change the name to?

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If I was looking to get this to work with sevenbase, what do I change the name to?

Whatever the body object's called. That's object, not .nif, open either of the .nif's in Nifskope and look at the name of the actual object. For CBBE it'll probably be "Baseshape", for UUNP it should be "UUNP", etc..

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Yay!!! It's working. Me so stoopid. Tried for several hours and had a nagging feeling I was missing something, and I was. A hdt UNP body I managed to build with Bodyslide. Got some really crazy boob jiggling like jello, wich I had to adjust to a more appropriate level for small boobs. Thanks a lot!

Edited by Kallemero
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Yay!!! It's working. Me so stoopid. Tried for several hours and had a nagging feeling I was missing something, and I was. A hdt UNP body I managed to build with Bodyslide. Got some really crazy boob jiggling like jello, wich I had to adjust to a more appropriate level for small boobs. Thanks a lot!

 

Would you be willing to share? XD I'm having a hell of a time with this thing.

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You need to get OpenCL 2.0 compatible runtimes to run the plugin.

 

AMD CPU/GPU: http://support.amd.com/en-us/kb-articles/Pages/OpenCL2-Driver.aspx

Intel CPU/GPU: https://software.intel.com/en-us/articles/opencl-drivers

Nvidia: Only has OpenCL 1.1 runtimes for their GPUs, so either you have an Intel GPU or use the Intel runtimes for the CPU and disable the GPU openCL2.0 support in the ini file or you have a AMD CPU and use their driver, and disable the OpenCL2.0 support in the ini.

Questions

 

1st : Where is this ini file supposed to be and what name?

 

2nd : How power hungry is this hdtSkinnedMeshPhysics.dll my fps drops below 20 in towns and pretty much everywhere else contrary to hdtPhysicsExtensions.dll fps stays above 35 everywhere

 

Windows 8 64bit some intel cpu and nvidia graphic card

 

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You need to get OpenCL 2.0 compatible runtimes to run the plugin.

 

AMD CPU/GPU: http://support.amd.com/en-us/kb-articles/Pages/OpenCL2-Driver.aspx

Intel CPU/GPU: https://software.intel.com/en-us/articles/opencl-drivers

Nvidia: Only has OpenCL 1.1 runtimes for their GPUs, so either you have an Intel GPU or use the Intel runtimes for the CPU and disable the GPU openCL2.0 support in the ini file or you have a AMD CPU and use their driver, and disable the OpenCL2.0 support in the ini.

Questions

 

1st : Where is this ini file supposed to be and what name?

 

2nd : How power hungry is this hdtSkinnedMeshPhysics.dll my fps drops below 20 in towns and pretty much everywhere else contrary to hdtPhysicsExtensions.dll fps stays above 35 everywhere

 

Windows 8 64bit some intel cpu and nvidia graphic card

 

 

1) For disabling OpenCL 2.0 you'll need the file data\SKSE\Plugins\hdtSkinnedMeshConfigs\configs.xml with the following content:

<?xml version="1.0" encoding="utf-8"?>

<configs>
	<opencl>
		<!--warning : not finish yet-->
		<!--warning : this can be slower because of the bad PCI-E transfer and bad schedule-->
		<enable>false</enable>
		<platformID>0</platformID>
		<numQueue>16</numQueue>
	</opencl>
	<solver>
		<numIterations>10</numIterations>
		<groupIterations>1</groupIterations>
		<groupEnableMLCP>true</groupEnableMLCP>
		<erp>0.2</erp>
		<min-fps>60</min-fps>
	</solver>
</configs>

2) It should not be very power hungry, though there can be issues if the .xml files for physics behaviour are set up wrong. But then you normally would have a CTD or single digit FPS counts.

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You need to get OpenCL 2.0 compatible runtimes to run the plugin.

 

AMD CPU/GPU: http://support.amd.com/en-us/kb-articles/Pages/OpenCL2-Driver.aspx

Intel CPU/GPU: https://software.intel.com/en-us/articles/opencl-drivers

Nvidia: Only has OpenCL 1.1 runtimes for their GPUs, so either you have an Intel GPU or use the Intel runtimes for the CPU and disable the GPU openCL2.0 support in the ini file or you have a AMD CPU and use their driver, and disable the OpenCL2.0 support in the ini.

Questions

 

1st : Where is this ini file supposed to be and what name?

 

2nd : How power hungry is this hdtSkinnedMeshPhysics.dll my fps drops below 20 in towns and pretty much everywhere else contrary to hdtPhysicsExtensions.dll fps stays above 35 everywhere

 

Windows 8 64bit some intel cpu and nvidia graphic card

 

2nd: I have noticed that if you set these values to low, it will lead to big loss in fps. Try increasing the values

<weight-threshold bone="NPC L Butt">0.15</weight-threshold>
<weight-threshold bone="NPC R Butt">0.15</weight-threshold>
<weight-threshold bone="NPC L Breast">0.2</weight-threshold>
<weight-threshold bone="NPC R Breast">0.2</weight-threshold>
<weight-threshold bone="NPC L Breast01">0.2</weight-threshold>
<weight-threshold bone="NPC R Breast01">0.2</weight-threshold>

I have two questions myself.

1. Have anyone got the femalehad - breasts collision or malehead - breasts collision to work?

2.Anyone got collisions with forearms - breasts?

 

If anyone has, could you post how you did it?

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I have two questions myself.

1. Have anyone got the femalehad - breasts collision or malehead - breasts collision to work?

2.Anyone got collisions with forearms - breasts?

 

If anyone has, could you post how you did it?

 

 

2. Create in 3ds max 2 object add other name, add new object skins breast, in xml add this object and collision work forearm.

 

1. add defaultBBPs.xml 

<map shape="MaleHead" file="SKSE\Plugins\hdtSkinnedMeshConfigs\HeadMale.xml"/>

<map shape="FemaleHead" file="SKSE\Plugins\hdtSkinnedMeshConfigs\HeadFemale.xml"/>

 

create in hdtSkinnedMeshConfigs 2 new xml files HeadMale.xml, HeadFemale.xml.

 

then add in HeadMale.xml

 

 

<system>

<per-triangle-shape name="MaleHead">

<margin>0</margin>

<penetration>1</penetration>

<tag>MaleHead</tag>

</per-triangle-shape>

</system>

 

 

 

in HeadFemale.xml

 

 

<system>

<per-triangle-shape name="FemaleHead">

<margin>0</margin>

<penetration>1</penetration>

<tag>FemaleHead</tag>

</per-triangle-shape>

</system>

 

 

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I'm assuming the body is your release of 1.3, I was talking about the xml.

These my xml, but need add new shape for you body for work collision.

 

 

 

<bone name="NPC L Pussy02">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="NPC L Pussy01">

<mass>0.00000</mass>

<inertia x="0" y="0" z="0"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="NPC R Pussy02">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="NPC R Pussy01">

<mass>0.00000</mass>

<inertia x="0" y="0" z="0"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<generic-constraint bodyA="NPC L Pussy02" bodyB="NPC L Pussy01">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="0" y="0" z="0"/>

<linearUpperLimit x="10" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="10" y="10" z="10"/>

<angularStiffness x="10" y="10" z="10"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="-5" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

</generic-constraint>

 

<generic-constraint bodyA="NPC R Pussy02" bodyB="NPC R Pussy01">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="-10" y="0" z="0"/>

<linearUpperLimit x="0" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="10" y="10" z="10"/>

<angularStiffness x="10" y="10" z="10"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="5" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

</generic-constraint>

 

<bone name="Belly">

<mass>0</mass>

<inertia x="0" y="0" z="0"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

<bone name="HDT Belly">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

 

<bone name="NPC Belly">

<mass>0.10000</mass>

<inertia x="10" y="10" z="10"/>

<centerOfMassTransform>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</centerOfMassTransform>

<linearDamping>0</linearDamping>

<angularDamping>0</angularDamping>

<friction>0</friction>

<rollingFriction>0</rollingFriction>

<restitution>0</restitution>

</bone>

 

 

<generic-constraint bodyA="HDT Belly" bodyB="Belly">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="0" y="-10" z="0"/>

<linearUpperLimit x="0" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="100" y="100" z="100"/>

<angularStiffness x="100" y="100" z="100"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="0" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

<linearBounce x="0" y="0" z="0.1"/>

</generic-constraint>

 

<generic-constraint bodyA="NPC Belly" bodyB="HDT Belly">

<frameInB>

<basis x="0" y="0" z="0" w="1"/>

<origin x="0" y="0" z="0"/>

</frameInB>

<useLinearReferenceFrameA>false</useLinearReferenceFrameA>

<linearLowerLimit x="0" y="0" z="0"/>

<linearUpperLimit x="0" y="0" z="0"/>

<angularLowerLimit x="0" y="0" z="0"/>

<angularUpperLimit x="0" y="0" z="0"/>

<linearStiffness x="100" y="100" z="100"/>

<angularStiffness x="100" y="100" z="100"/>

<linearDamping x="0" y="0" z="0"/>

<angularDamping x="0" y="0" z="0"/>

<linearEquilibrium x="0" y="0" z="0"/>

<angularEquilibrium x="0" y="0" z="0"/>

</generic-constraint>

 

 

<per-triangle-shape name="BaseShape">

<margin>0</margin>

<prenetration>0</prenetration>

<tag>body</tag>

<no-collide-with-tag>Labia</no-collide-with-tag>

<no-collide-with-tag>Genitals</no-collide-with-tag>

<no-collide-with-tag>MaleBody</no-collide-with-tag>

<no-collide-with-tag>Malehands</no-collide-with-tag>

<no-collide-with-tag>Hands</no-collide-with-tag>

<no-collide-with-tag>FemaleHands</no-collide-with-tag>

<no-collide-with-tag>Lbreast</no-collide-with-tag>

<no-collide-with-tag>Rbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="Labia">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Labia</tag>

<no-collide-with-tag>body</no-collide-with-tag>

<no-collide-with-tag>Labia</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="CollisionBelly">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Belly</tag>

<no-collide-with-tag>Body</no-collide-with-tag>

<no-collide-with-tag>Labia</no-collide-with-tag>

<no-collide-with-tag>MaleBody</no-collide-with-tag>

<no-collide-with-tag>Malehands</no-collide-with-tag>

<no-collide-with-tag>Hands</no-collide-with-tag>

<no-collide-with-tag>FemaleHands</no-collide-with-tag>

<no-collide-with-tag>Lbreast</no-collide-with-tag>

<no-collide-with-tag>Rbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="LbreastS">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Lbreast</tag>

<no-collide-with-tag>Body</no-collide-with-tag>

<no-collide-with-tag>Rbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

<no-collide-with-tag>Genitals</no-collide-with-tag>

</per-triangle-shape>

 

<per-triangle-shape name="RbreastS">

<margin>0</margin>

<prenetration>1</prenetration>

<tag>Rbreast</tag>

<no-collide-with-tag>Body</no-collide-with-tag>

<no-collide-with-tag>Lbreast</no-collide-with-tag>

<no-collide-with-tag>Belly</no-collide-with-tag>

<no-collide-with-tag>Genitals</no-collide-with-tag>

</per-triangle-shape>

 

 

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